/*
cutscene_action_walk();
*/
var cutscene_id, cutscene_character_id, cutscene_wait, cutscene_xdestination, cutscene_jumpobstacles;
cutscene_id = argument[0];
cutscene_character_id = argument[1];
cutscene_wait = argument[2];
cutscene_xdestination = argument[3];
cutscene_jumpobstacles = argument[4];
cutscene_action_enqueue(cutscene_id,1,cutscene_character_id,cutscene_wait,cutscene_xdestination,cutscene_jumpobstacles);
